Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - TurnpikeLad

Pages: 1 [2]
16
DF Suggestions / Quivers and lone bolts.
« on: December 28, 2008, 02:08:31 am »
I understand that at the moment consolidating single layabout bolts back into stacks isn't feasible because each bolt acquires new information about itself when it is fired that would be lost when it is restacked.  But I don't see why marksdwarves and hunters can't put single bolts back into their quiver and just have multiple stacks in the same quiver.  A quiver could hold a certain number of bolts total instead of one stack of however many bolts.

I guess it would involve an update to their AI because they would have to have some way to judge when they needed to get more bolts, and to stop wanting to get more bolts when they have enough, and to be able to decide to keep shooting at stuff even though they've gone under their minimum bolt level.  How hard would that stuff be to implement?

17
DF Gameplay Questions / Migrants now can talk to you??
« on: August 07, 2008, 09:42:05 am »
So as per the last dev_now update, Toady's finally made migrant groups a coherent entity in game time?  We can talk to wandering characters without them saying "I'll tell you more about that when I get home!"?

18
DF Community Games & Stories / The tunnelers' song.
« on: April 01, 2008, 04:26:00 am »
O.. While I was walking in the merrie countrie,
Through the hills all green and high,
I came to a town made of tunnels and holes,
And nary a house did I spy.

They work all day with their axes and picks,
They live in their excavated caves!
They never have need of the landlubber's sticks
Which do no better for age.

Oh, there's scree and there's shale and granite and gneiss,
There's tungsten and iron and gold!
There's soil that's pinker than your darling's ass!
Oh, tunneling never gets old!

What ho, the tunnelers!
Dee da diddly-um ta tum ta tee,
What ho, the tunneling song!
Diddly-um tee ta!

[ April 01, 2008: Message edited by: TurnpikeLad ]


19
DF Dwarf Mode Discussion / Spheres have endgame effects?
« on: May 15, 2008, 03:30:00 pm »
I was reading the file changes log.  There was a list of spheres that were added (like, spheres of influence for deities) and a note that said "Only the older spheres have endgame effects."  

Wait, there are endgame effects for the spheres of the deities the dwarves worship?  Or is that just "fire and torture" that determine the endgame nature of the demons?


20
DF Dwarf Mode Discussion / What to do with insane caged Merchant Princes?
« on: February 19, 2008, 11:10:00 am »
I loaded up my 33g fortress in the new version, and pretty soon a Human Diplomat came by.  He triggered one of my cage traps and is now sitting in my animal stockpile.  Later a Merchant Prince came in with the Human caravan and tried to conduct a meeting with my mayor; he was caged too.  I know this is an issue with the new cersin, but I'm fine with it.

My question is, what should I DO with them?  I want to set them free but when the moment they were caged they went stark raving mad.  Can I keep them locked up in my dining room, say?  Will the humans get mad that their officials aren't returning?  The merchants themselves came and left without a hitch, taking back 30000 bucks in profit, so maybe the humans won't get mad.


21
DF Dwarf Mode Discussion / Frozen windmill?!
« on: December 31, 2007, 07:51:00 am »
I just set up a windmill / millstone / gearbox assembly on my glacial map and it seems that if it's cold enough the windmill just won't go.  Is there any way to make wind power work on a freezing map?

22
DF Dwarf Mode Discussion / What to do with a polar bear?
« on: December 31, 2007, 04:42:00 am »
I've trapped a polar bear and while it would be nice to make a zoo out of it, I'm also thinking of taming it and letting one of my dwarves have it.  It's not named or anything.  Will it be a problem once I tame it and let it go?

23
DF Bug Reports / Issues with falling ice blocks and farms
« on: December 09, 2007, 05:19:00 am »
I posted this on the SA forums but I'll post it here as well.  I was using 33d for this, but unless it's been fixed by "Made veins and other rock types collapse downward properly" I imagine it's still there.  Anyway it's more like a whole panoply of issues all stacking up.

Ok so I generated a new world and found a glacier with a magma pipe.  (It was Mirthful and the region name was awesome - The Helpful Cheerful Ice.)  I staked out a 3x3 area on the local map (completely flat) and for the first time ever my FPS got above 40.  My plan was to dig a large room in the rock for a farm, then carve out a couple layers overhead and drop a big cube of ice down onto the farm.  Then the ice was supposed to melt and I could build my farm.  Here's a side view of the planned situation.

code:

I=ice R=rock

1 IIIIIIIIIIIIIIIIIIIII
2 IIIIII        IIIIIII <--mined
3 IIIIII IIIIII IIIIIII <--mined and channeled except for the block of ice
4 III              IIII <--this floor's been mined and channeled
5 RRR              RRRR <--farm's on this level
6 RRRRRRRRRRRRRRRRRRRRR


I prepared a block of ice 1/7 the size of my farm and set things up as you see above.  Then I went to level 2 and channeled out all the squares around where the block was.  My ice cube thus was made up of the floor of level 2 and the walls and floor of level 3.

I couldn't stop my miner from channeling out the last connecting piece while he was on top of the ice block, but I thought he might be safe because he was on top of the whole thing.  

Not a chance in hell.

The ice block fell all the way to the bottom in one step.  But after that, I got a ton of "A section of your cavern has collapsed" messages, one each step.  I think I got around 70 of them.  The ice was shedding water everywhere and evidently bouncing back up to the very ceiling of the 4-story-high shaft at the same time.  Or perhaps, water was somehow being thrown up into the ice layers and then refrozen, and then falling back down to the farm layers.  This second theory is supported by the fact that my miner was immediately encased in ice, because when the game told me of his death it zoomed to level _4_ not 5.  I guess a splash of water came up from the melting cube on level 5 and froze poor old Thod even as he was standing on top of the ice.

But here's the strange part.  After everything had settled down, there was ice hanging from the top of the shaft.  I'll try to draw a picture.

code:

I=ice R=rock w=water (1/7)

1 IIIIIIIIIIIIIIIIIIIII
2 IIIIII I I    IIIIIII
3 IIIIII  III I IIIIIII
4 III    I  III     III
5 RRRwwwwwwwwwwwwwwwRRR
6 RRRRRRR??????RRRRRRRR


I don't know how ice walls managed to reform on level 2, which was above the original height of the ice block and which I had mined out completely beforehand.  I checked the configuration of the ice on each level and indeed it was structurally sound by DF's standards - each piece was connected somehow to the ceiling.

But it gets even weirder.  On levels 2 and 3, there were some raw chunks of "water" (the ice you get from mining ice walls) sitting on top of the ice.  But there were also some on top of what the game assured me was open space.  Also, the entire floor of level 5 beneath where the ice fell was demolished.  But the rock on level 6 was still there.  (The ???s on my diagram show the relevant area.) The "open space" tiles on floor five were covered with water (1/7) just like the rest of the farm, but when it drained away, I saw a tile I had never seen before.  The game calls it "open space" but instead of showing a small dot the color of the rock one level beneath in the middle of black, it now shows a black dot in the middle of a tile the color of the rock underneath.  The level 6 rock was revealed just as if I had built downward stairways on the tiles above.  Needless to say I couldn't build farms on top of these spaces.

I have a save right after this happened if anybody wants to see it.


24
DF Bug Reports / My dwarves are obsessively ratman-phobic.
« on: January 26, 2008, 06:12:00 am »
I've got a circular chasm in my fort.  I've given my dwarves access to a couple ledges because there were some promising veins I could see there.  A few ledges below, there's a solitary ratman.  There's no way to get from the ledge my dwarves are on to the one below, but if you walk along the ledge you can certainly see the ratman down there.  Most of my dwarves, attracted there by hauling jobs, are now standing petrified on the ledge overlooking the ratman, unable to move one step to drink, eat, or sleep because when they begin any of these activities they are "interrupted by ratman".  

I could just dig down and send my military there to dispose of the threat, but I thought this behavior was weird enough that Toady might want to see the save.  It should be reproducable though.


25
DF Suggestions / Rare calcite clusters in non-flux sedimentary layers.
« on: February 27, 2008, 05:07:00 am »
The title pretty much says it all.  It's hard enough to find sedimentary layers that don't have an aquifer.  If there could be a few random large clusters of calcite in shale, conglomerate, etc maps, that would be awesome.  It introduces the same kind of randomness in finding flux that you get in finding other special kinds of rock.

And it wouldn't have to be all that common.  Maybe between a 1 in 2 and a 1 in 3 chance of finding it on any given map containing sedimentary rock.  This would make embarking a lot more exciting for me because I might take a risk on a non-flux sedimentary site that I wouldn't have taken otherwise.


26
DF Suggestions / Accept/reject immigrants.
« on: June 11, 2008, 04:43:00 pm »
Especially when fortress mode migrants come from actual wandering migrant groups, it would be great for your mayor to be able to conduct a meeting with the leader of the migrants and choose whether to accept them, reject them or attack them.  I see this as something that would be useful in the context of migrants from other cultures, but perhaps also migrants from the Mountainhomes.

Perhaps other sites could also decide to accept or reject groups of migrants, in world gen and in game time.


27
DF General Discussion / The Escapist discusses Dwarf Fortress today.
« on: March 04, 2008, 06:58:00 pm »
http://www.escapistmagazine.com/articles/view/issues/issue_139/2990-For-the-Love-of-the-Game

An interesting look at three independent developers, each trying to make the games they want to make.


28
Post if you'd like to come!  This is just so I can know how many people are thinking about attending so I can reserve a place at the restaurant.  

The idea is generally to enjoy food, drink and conversation while seated at a table, but some of us were hoping that we could plug in a laptop and do an impromptu community fortress.  This, obviously, requires somebody to bring a laptop, so if you are planning to come and have one that runs dwarves well, speak up!  

About seven people, including the Adams brothers, said they were hoping to show up in the last thread.  For those people, if you still are open that Saturday, please post in this thread too.  That way I can get a good intermediate count.

Oh, and I'm thinking Ivar's because they have wireless.  If somebody really wants Anthony's for another reason, then we can definitely switch.  But I need to know before I make reservations.  (It's not a super high class place, the only reason I want to make reservations is to secure the tables with the outlets.)


29
DF General Discussion / Dwarf Fortress fan meetup THIS EVENING (4/12)
« on: April 05, 2008, 02:40:00 pm »
Thread #3.  This is for final planning and conversation.  The meetup is next Saturday.  I've reserved a table for 20 at Ivar's in downtown Seattle.  It's at 1001 Alaskan Way down on the water - right around Alaskan and Madison.  We are going to meet at 5:30 and hang out for a while to wait for everybody to show up - our reservation is for 6:00.  Toady and ThreeToe will be there.  

Ivar's closes at 11:00, but the last ferry back to Bremerton (where Tarn and Zach live) is at 12:50, so perhaps we could go somewhere else for another hour if people are up for it.  I don't know how many of you are over 21, but there are some nice pub-like places around.

I think about 18 people currently are planning to show up, so we have room for one or two more.  DataBlue's making T-shirts.

THINGS TO BRING:

  • Around $30 for the meal.  (I expect it to cost around 20-30 dollars per person but we're paying for the Adams brothers, so bring a bit extra.)  We're doing separate checks.

  • A donation for Bay 12 if you can.  I'm going to do a collection.

  • $8 for T-shirts if you said you wanted one.

  • Beards encouraged.

  • A few people should bring cameras so the people who weren't there can see how things went.

  • Somebody should bring a powerful laptop because we're hopefully going to set up an ersatz community fortress.
So if you're coming and you have a good laptop, pipe up in this thread!  I don't want us to be caught without a computer.  I've made sure there are going to be outlets at the table; Ivar's also has wifi.

If you show up late, the reservation's for "Ethan".

[ April 12, 2008: Message edited by: TurnpikeLad ]


30
DF General Discussion / DF fan meetup?
« on: February 12, 2008, 07:03:00 am »
Wasn't there talk of a Bay 12 fan get-together in Seattle or Bremerton sometime back in January?  Did that ever happen?  It would be great to meet up in a pub or someplace and enjoy some +hoary marmot tallow roast+ or whatever they're serving these days.  Perhaps somebody could bring a laptop and we could make an impromptu community fortress.

Are people still up for something like this?


Pages: 1 [2]